[splittiming] Compiles and links.
Not guaranteed to work. Adjustments to GameState and SongPosition may still be needed.
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@@ -25,7 +25,7 @@ void GameplayAssist::PlayTicks( const NoteData &nd )
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* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
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* ahead. This is just to make sure that we request the sound early enough for it to
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* come out on time; the actual precise timing is handled by SetStartTime. */
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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float fPositionSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
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fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
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const TimingData &timing = GAMESTATE->m_pCurSong->m_SongTiming;
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const float fSongBeat = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
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@@ -47,11 +47,11 @@ void GameplayAssist::PlayTicks( const NoteData &nd )
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{
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const float fTickBeat = NoteRowToBeat( iClapRow );
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const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
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float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
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float fSecondsUntil = fTickSecond - GAMESTATE->m_Position.m_fMusicSeconds;
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fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
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RageSoundParams p;
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p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
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p.m_StartTime = GAMESTATE->m_Position.m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
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m_soundAssistClap.Play( &p );
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}
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}
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@@ -83,11 +83,11 @@ void GameplayAssist::PlayTicks( const NoteData &nd )
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{
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const float fTickBeat = NoteRowToBeat( iMetronomeRow );
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const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
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float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
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float fSecondsUntil = fTickSecond - GAMESTATE->m_Position.m_fMusicSeconds;
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fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
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RageSoundParams p;
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p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
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p.m_StartTime = GAMESTATE->m_Position.m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
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if( bIsMeasure )
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m_soundAssistMetronomeMeasure.Play( &p );
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else
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